Ori Lights the Way!
Three of the palette swaps will be
borrowed from Rivals of Aether, making Ori light red, light blue, and light green, with their regular eye colour in all of the cases. Another palette will almost invert Ori’s colours, giving them dark purple (almost black) skin and white eyes as a reference to characters like Kuro, Ku, and Naru. Another palette makes Ori dark blue with yellow eyes to reference Gumo. For the last two palettes, I’ll reference the Spirit Light (along with Seir from Will of the Wisps) by having Ori glow bright orange, and the Moki (ferret-like creatures from Will of the Wisps that resemble Ori) by giving Ori a brown palette with bright yellow eyes.
For a series logo, I think I’ll go with the O from the game’s title. It’s used as an autosave notification for Ori and the Will of the Wisps, so it should work.
For a stage, I feel like the Spirit Tree makes the most sense, since it’s important enough to appear in the title screen of both games. Much like the Ori games, you can’t directly interact with it – it will be in the background, providing some impressive-looking scenery. The regular version will be a walk-off stage with curved floors, kind of like the Mario Galaxy stage except not being perfectly round.
Ori enters the stage with a reverse of their warp animation. There’s a flash of light and Ori appears, spinning around before gently touching down on the ground. For idle animations, Ori looks back and forth or yawns.
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I’ll be basing Ori on Will of the Wisps, as opposed to the Blind Forest. (I want to avoid the temptation to borrow too much from Rivals of Aether) Also, like in their games, they get a third jump, which has a similar gust of wind effect when they use it. It's worth noting that Ori has a lot of recovery options (a third jump, and his up special, down special, and (depending on the circumstances) neutral special can all be used to recover either horizontally or vertically), so as a result, they are extremely light - probably somewhere around the Jigglypuff or Pichu range.
A-->AA-->AAA: Spirit Edge. Ori pulls out their light sword and uses three horizontal slash attacks.
Forward A: Flap. Ori pulls out Kuro’s feather and waves it. The feather barely does any damage, but it creates a gust of wind to knock the opponent away. (the gust of wind has nowhere near the range that it has in Ori and the Will of the Wisps – it’s just a small gust of wind, about the size of Ori, in front of the feather)
Up A: Spirit Edge Launcher. Ori swings the Spirit Edge upwards.
Down A: Stab. Ori stabs with the Spirit Edge, like their crouching attack in Will of the Wisps.
Forward Smash: Spirit Smash. Ori pulls out their energy hammer and gives it a mighty swing.
Up Smash: Light Burst. Ori tosses a ball of fire straight upwards, which explodes upon reaching a certain height. (the height depends on how much it was charged)
Down Smash: Shock Smash. Ori hits their energy hammer on the ground, creating up to three red spikes (about as tall as Ori is) on either side of Ori, depending on how much it was charged.
Neutral Air: Blaze. Ori glows, creating a circular flash of light around their body.
Forward Air: Spirit Edge. Ori uses the mid-air sword attack from Will of the Wisps.
Back Air: Ori throws a Sentry (a glowing blue sphere like Sein) over their shoulder, and it shoots out three energy beams before disappearing.
Up Air: Spirit Arc – Ori fires a single arrow straight into the air.
Down Air: Downward Strike. Ori stabs straight down with the Spirit Edge. The first time that it hits an enemy, it will give Ori a slight boost in height, though subsequent hits won’t have this effect until Ori lands.
Dash Attack: Ori lunges forward with their Dash from the game, though there’s an aura around them to indicate that it will do damage.
Wake-Up Attack: Ori spins around as though chasing their own tail, which knocks enemies away.
Climb Attack: Ori swipes forward as they climb back on stage.
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Grab: Grapple. A thin blue tendril reaches out from Ori to grab at the enemy, pulling them in. This can also work as a tether recovery, like Samus’s grab.
Pummel: the tendril flashes with a bright white light, damaging whoever’s in its grasp.
Forward Throw: Ori kicks off of the opponent, knocking them away.
Back Throw: Ori steps around the opponent before leaping off of them to get some distance.
Up Throw: the tendril tosses the opponent into the air, and Ori does a leaping upwards slash with the Spirit Edge to knock them away.
Down Throw: Ori jumps off of the opponent to get more height, slamming them to the ground.
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Up Taunt: Ori holds up a ball of orange spirit light.
Side Taunt: one of the Wisps floats around Ori as Ori watches it carefully.
Down Taunt: Ori pulls out one of Lupo’s maps and checks it, making sure they didn’t make a wrong turn somewhere.
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B: Bash. Maybe this would make more sense as a down B, but I figure leaving it as a neutral B would prevent people from mis-inputting and launching themselves downwards by accident. Ori does a backflip as a light flashes around them, and if a projectile or enemy is in that light, that projectile or enemy slows down as an arrow appears on top of Ori. The arrow can be manually aimed for a second or two, and when the time is up or the button is released, Ori will launch in that direction, sending the opponent or projectile the opposite way. If it’s an opponent that’s launched, they aren’t sent very far.
Up B: Updraft. An updraft appears beneath Ori, and they pull out Kuro’s Feather. This causes them to rise into the air, and if the button is held, they slowly drift downwards. This does no damage.
Side B: Spirit Star. Ori throws a star that acts like a boomerang, returning to them after traveling a short distance. Unlike Link's boomerang, it doesn't home in on Ori. If it returns to where Ori threw it from, it vanishes. Ori can only throw one at a time.
Down B: Spike. Ori leaps backwards, throwing a spear of energy at the ground where they were standing. The spear explodes upon hitting the ground. This can be used for evasion as well as attacking.
Final Smash: Ku’s Flight. Ori hops on Ku, who flies rapidly across the stage to rapidly build up damage like Sonic, Diddy, or Pikachu when they use their Final Smashes. After a few seconds, Ori leaps off of Ku, glowing for a bit before crashing to the ground. When they land, this causes a white explosion to burst from the ground, sending nearby enemies flying.
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For one victory pose, Ori walks up to Ku to give them a big hug, which is followed by Gumo coming down from the ceiling to hug them both, and then Naru comes in to give them all a big bear hug. Aww. Another victory pose has Ori and Naru sitting on the victory screen, eating oranges. For the last victory pose, Ori holds up the Smash Ball like they do with other collectibles that they find.
For a victory theme, my pick would be the vocal theme that recurs throughout the game.
Starting here, it goes until either the 23 or 28 second mark. (11 seconds is probably pushing it)
When Kirby absorbs Ori, he glows white and gets Ori’s ears. He also gets the Bash ability, which works the same way as Ori’s does.